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Yo, skibidi friend, listen to this Ohio level skibidi mod for Factoriyoho. It's like total brainrot in a game. You got a factory full of different stuff and skibidi byproducts, like, totally mind-blowing. But don't worry, gyatt it's not like you have 10 different stuff to think about, it's just one big chaos! And you thought vanilla was already difficult, but this mod takes it to the next Ohio level. Try it out and have some skibidi fun!
Translations for other mods.
Output the same constant circuit network signal for all Global constant combinator entity. To set the signal, copy a constant combinator entity and press CONTROL + SHIFT + left mouse button.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Small changes concerning balance, gameplay, or graphics.
Bring combat robotics into the space age! Each type of capsule is now unlocked on one of the inner planets, and has been tweaked to align better with its planet of origin and its name.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
(Work In Progress) A revamp of most recipes within the game in order to get much closer to reality.
Large total conversion mods.
Mods introducing new content into the game.
Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
Cycle Quality (Alt + Scroll) works on blueprints and planners via a temporary clipboard.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Adds a resizable display that can generate every single possible factory.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
I can't believe only uranium was the only thing that has Kovarex Enrichment Process! This makes every item have only a 5% chance to output what you want, instead creating a useless variant of the item. You can use the new Burner Centrifuge building to enrich the useless items into functional items... once you get a large enough catalyst... Currently skips science, modules, and military recipes because they aren't in the item group. Don't worry, this mod is still miserable.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Enables (not researches) all technologies for all forces. I had a mod migration corrupt a save file, disabling a bunch of technologies. This mod is useful to reset techs, and force the tech tree to be rebuilt.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Enables K2 compatibility for the train/wagon grid.
Small changes concerning balance, gameplay, or graphics.
This modpack combines a bunch of standalone mods with the intention to create a full game overhaul comparable to some of the more well-known big mods. New resources, mining and smelting, oil processing, power, science, and more.
Collections of mods with tweaks to make them work together.
Small changes concerning balance, gameplay, or graphics.
Change requirement of heating tower to be available on nauvis without gleba.
Small changes concerning balance, gameplay, or graphics.
Progressively increases difficulty by increasing science cost each time a technology is unlocked. Multiple settings to control which technologies affect the cost curve by how much. Allows science multipliers exceeding 1000x.
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
This adds a longer underground pipe. Also adds settings to adjust the price multiplier of the longer underground pipe.
Small changes concerning balance, gameplay, or graphics.